Search found 32 matches
- Fri Aug 02, 2019 5:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.61] fluidEnergySource on boiler is broken.
- Replies: 9
- Views: 5322
Re: [0.17.61] fluidEnergySource on boiler is broken.
Having the same issue after 0.17.61 update.
- Tue Mar 05, 2019 7:52 am
- Forum: Implemented mod requests
- Topic: Get/set storage chest filters
- Replies: 1
- Views: 1069
Get/set storage chest filters
There's currently no way to get/set filters for storage chests. I was thinking about implementing a mod that auto sets the filter based on what is inserted into chest but couldn't find a way to get or set the filter.
- Mon Mar 04, 2019 6:11 pm
- Forum: Modding help
- Topic: Getting and setting storage chest filter
- Replies: 1
- Views: 1026
Getting and setting storage chest filter
I can't find in documentation how to get/set storage chest filter from LUA. I've tried , but it returned nil. Then I've tried but it raised an error. Anyone knows how to do it?
Code: Select all
get_filter
Code: Select all
get_request_slot
- Fri Jul 06, 2018 9:40 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 62990
Re: Friday Facts #250 - Dead end conclusion
Proposal zero is acceptable.
However https://www.reddit.com/r/factorio/comme ... blueprint/ is just so much better!
However https://www.reddit.com/r/factorio/comme ... blueprint/ is just so much better!
- Fri Jun 29, 2018 10:49 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 80512
Re: Friday Facts #249 - Dead end exploration
I don't particularly like any of the options, mostly because they still treat blueprints as items to some extent. My proposal would be: 1. Get rid of blueprints as items completely. 2. All blueprints go to blueprint inventory which is very similar to current blueprint library: left side - blueprints...
- Thu Mar 01, 2018 1:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.X] Biters randomly destroying power poles
- Replies: 3
- Views: 4358
[0.16.X] Biters randomly destroying power poles
First let me start with this: I know that biters destroy power poles if they are inside forests and biters get stuck and need to create a path for themselves. I've started a new game since 0.16 update and I've noticed that from time to time my large power poles get destroyed. It happens very rarely ...
- Mon Oct 02, 2017 11:55 am
- Forum: Minor issues
- Topic: [0.15.5] Cannot delete empty blueprint
- Replies: 6
- Views: 8816
Re: [0.15.5] Cannot delete empty blueprint
I'd much rather see a keyboard shortcut to delete any blueprints. Or even an option to automatically delete blueprints. I hate that they clutter my inventory, I'd much rather use the B button to open blueprints library and use blueprints from there.
- Sat Aug 12, 2017 9:36 am
- Forum: Ideas and Suggestions
- Topic: More granular logistic chests
- Replies: 5
- Views: 2408
Re: More granular logistic chests
I don't think it wouldn't work public in multiplayer. While it's true that players would just use highest priority for their chests, they can essentially do the same now by simply using requester chests or even logistic slots. They currently have highest priority of all logistic items. And while it'...
- Sat Aug 12, 2017 8:45 am
- Forum: Ideas and Suggestions
- Topic: More granular logistic chests
- Replies: 5
- Views: 2408
Re: More granular logistic chests
I agree that less is more, this is exactly why I'm suggesting this. It replaces active provider chest, passive provider chest, storage chest and requester chest with new generic logistic chest and one additional option that we currently don't have (chest priorities). It reduces the amount of element...
- Fri Aug 11, 2017 7:43 pm
- Forum: Ideas and Suggestions
- Topic: More granular logistic chests
- Replies: 5
- Views: 2408
More granular logistic chests
Hello, Seeing the announcement in friday facts about new logistic chest got me thinking: isn't it making some chests obsolete? While I do understand why in current system we would need that chest, I'm suggesting a completely different system for chests. Instead of having 4 (5) different logistic che...
- Fri Aug 11, 2017 6:59 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 78006
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
I don't get why do we still need passive provider chest once buffer chest is implemented? Wouldn't buffer chest without any restrictions set work same as passive provider chest? (Meaning you can put any items there using inserter/manually and they provide items for active provider chests/robots/you...
- Fri Aug 11, 2017 6:02 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 78006
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
I don't get why do we still need passive provider chest once buffer chest is implemented? Wouldn't buffer chest without any restrictions set work same as passive provider chest? (Meaning you can put any items there using inserter/manually and they provide items for active provider chests/robots/you)
- Sat Aug 22, 2015 9:32 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 660206
Re: Accumulator / Solar panel ratio
Where did you get that information from?
- Thu Jul 23, 2015 12:12 pm
- Forum: Duplicates
- Topic: [0.12.0] Shield regenerating too quickly
- Replies: 2
- Views: 4300
[0.12.0] Shield regenerating too quickly
Seems like shield is regenerating a lot faster in 0.12.0 to the point where you no longer need to kite biters/spitters. A link to video showing that:
https://youtu.be/os91jS3_lMA
https://youtu.be/os91jS3_lMA
- Mon Jan 12, 2015 2:43 pm
- Forum: Balancing
- Topic: Poor balance of electric poles/substation costs
- Replies: 26
- Views: 23004
Re: Poor balance of electric poles/substation costs
Fair enough, I've fixed my mistake in original post. However one thing you don't account for is that you will likely have 10s of thousands of wood once you research construction robots so can easily automate small pole production too.
- Sat Jan 10, 2015 7:48 am
- Forum: Balancing
- Topic: Poor balance of electric poles/substation costs
- Replies: 26
- Views: 23004
Re: Poor balance of electric poles/substation costs
I don't think your metaphor is 100% correct. Yes price doesn't increase linearly with quality as evident by real world examples and things like batteries/shields in factorio world. However size increase is not quality increase. It adds pretty much no convenience. The more correct metaphor I think wo...
- Thu Jan 08, 2015 9:54 pm
- Forum: Balancing
- Topic: Poor balance of electric poles/substation costs
- Replies: 26
- Views: 23004
Re: Poor balance of electric poles/substation costs
But they really aren't better. 99% cases where I would use 2 medium poles, I could just use 3 small poles. In fact I'm planning to do my next playthrough not using medium poles at all. I wouldn't use transformators too, but I just can't figure out a nice looking layout for solar panels/accumulators ...
- Mon Dec 22, 2014 4:26 am
- Forum: Balancing
- Topic: Poor balance of electric poles/substation costs
- Replies: 26
- Views: 23004
Re: Poor balance of electric poles/substation costs
Well use two small poles instead of one medium (you still use 5x less resources) or substation. It's extremely rare that you can power something with medium/substations but can't with small poles.
- Mon Dec 22, 2014 2:13 am
- Forum: Balancing
- Topic: Poor balance of electric poles/substation costs
- Replies: 26
- Views: 23004
Re: Poor balance of electric poles/substation costs
I knew that Shield MK2 and Battery MK2 would come up. Difference is that you have very limited space for batteries and shields and to have more shields and batteries you're forced to upgrade to better armor or better shields/batteries. In this case it makes sense to have exponential prices. Substati...
- Mon Dec 22, 2014 12:48 am
- Forum: Balancing
- Topic: gun vs laser turret balance: play around with range
- Replies: 21
- Views: 22010
Re: gun vs laser turret balance: play around with range
How about a late game upgrade to gun turret (double barrel turret): would take gun turret, requester chest and some processing units (or advanced circuits). Would have an increased range compared to normal turret, can shoot twice as fast and has requester chest inside it (to simplify logistics of re...